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Boeroer

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Everything posted by Boeroer

  1. Lvl 20? Variant 1: The Pulverizer Put on the Tricorn. Pick Blood Storm, Bloodlust, Blood Thirst, Blood Surge and Driving Roar. Try to target groups of foes. Once fight starts just roar enemies to pieces. Bonus points if they stand near a wall. It's foe-only and doesn't care for INT (Konstanten has only 10). Proof: We those dmg numbers? Yeah... that's a totally unoptimized Serafen doing it. Konstanten would do equally well. Variant 2: Knocks Fort Willbreaker, Body Blows, Ring of Ov + Ring of Ov., +INT gear, Aloth's armor, Spirit Tornado, Bloodlust, Blood Storm Thirst, Blood Surge, Heart of Fury, Panther's Leap. Leap into crowd, do Spirit Tornado, do HoF with Body Blows, leave for your nuker to target crowd with whatever fort spell suits you. Enemies will be Dazed, Terrified, then Staggered and under the effect of Body Blows which results in -45 -35 Fortitude and -20 -10 Will (and more because Willbreaker does lower Will as well per hit). Very good at debuffing while dealing damage. You can also use Blood Storm and Barbaric Shout instead of Spirit Tornado. But the latter is safer. Variant 3: Heart of Lightning Dual mortars and same procedure as Knocks Fort. But Blood Storm. Put on Heaven's Cacophony, cast Avenging Storm. Cast Blood Storm. Jump in and do HoF with Mortars (Powder Burns). Bonus points if somebody did cast Combusting Wounds first. Variant 4: Bloody Backlash Patinated Plate (Juggernaut), Thick Skinned, Blunting Belt, Blood Storm, Blood Thirst, HoF, Bloodlust,Blood Surge, Barbaric Retaliation, Panther's Leap. Dual Battle Axes (Oathbreakers also works) or Willbreaker or Saru-Sichr, Sanguine Sword. Cast Blood Storm, jump in and let them hit you while you hit them. Dual Battle Axes are best. Recovery will not matter with retaliation. Will not matter with HoF. If somebody dies: Blood Thirst. And so on. Whirlwind of Bleeding Cuts. Nice Variant: Grave Calling + Scordeo's Edge with Blade Cascade. The Pulverizer works like a super easy AI bot, too. Needs no special gear. Not much works with Driving Roar. But the hat is nice since it gives +5 ACC.
  2. The zeal cost of Gilded Enmity (Goldpact)is refunded once you kill the enemy. Bleak Walker is good for any offensive paladin build.
  3. Try Steel Garrote. Old Siec and Steel Garrote do stack (also with the Blood Ward from Furyshaper by the way). Give your Steel Garrote/Troubadour dual mortars (main hand Mnad Mortar with Blinding Smoke, offhand Fire in the Hole) and let him chant Mith Fyr + Old Siec an behold how he heals a lot when he shoots at mobs with FoD. Don't know if it's best, but it sure is fun as Hel.
  4. Hmmm. If you are under the effect of Suppress Affliction you count as not afflicted I guess?
  5. Yes. Draining Whip now gives you +100% focus gain with Deception spells on afflicted enemies. Casting from stealth counts as if everyone you hit was afflicted. So cast one big AoE Deception spell from stealth (like Phantom Foes) and every enemy is afflicted for a looong time and also your focus is at max. You can then use whatever you want and lose focus - if you need more just repeat Phantom Foes and you're back at max. Pretty hilarious. Single class Beguiler as well. I wouldn't pick Biting Whip with a Beguiler at all. In my opinion now better than Ascended. Will now start a new playthrough with a Tactician/Beguiler (or single class Beguiler), a Debonaire/Wizard and a Steel Garrotte/Arcane Archer. Still thinking about the rest. Furyshaper/Ancient maybe? Maybe Tactician/Bloodmage + SC Beguiler. Forbidden Fist I tried as MC in my run before and had to scrap it. It's just too bad. Really bad.
  6. I wonder if being an Assassin/Forbidden Fist is the ultimate path to anal minmaxing. I mean "Assassinate", "Backstab", "Dirty Fighting", "Deep Pockets" and "Slippery Mind" send a clear signal, don't they? Or maybe single class Forbidden Fist with "Whispers of the Wind"?
  7. I just made a Debonaire/Beguiler (new focus generation fix with Deception spells). I use Essence Interrupter. With Debonaire I can get 100% crit on a charmed target, making it a summon on death. Phantom Foes from stealth fills my focus to 100% right away (even at lvl with 235 max focus). My Ringleader also costs near nothing when I cast it on the flanked enemies. Then I tickle each charmed enemy with Essence Interrupter and then kill everything with Shreds. If I need more focus I will just cast another Phantom Foes. It hits so many enemies (huuuge AoE) that it always fills me up to max. Debonaire's crit conversion is also super good if you have a fellow cipher and you are a Debonaire/Wizard. Just nuke the charmed enemies with a Fireball or so an watch 100% crits. Whoohooo! Beguiler is the natural friend of the Tactician now. You can just spam Phantom Foes all day long until everybody and their butts are flanked.
  8. Almost never. That doesn't mean it's not good. It's just pretty circumstancial so I simply forget about it.
  9. Club's base damage is 10 to 14. So your dmg rolls should be between 10 and 14 with auto-attacks. BUT: 1 additional Power Level adds +5% base damage once you use any ability with the weapon. Let's say you use a Crippling Strike (PL 1 ability) and you have 10 Power Levels: 10-1 = 9 PLs above Crippling Strike which means 9*5 = 45% increased base damage. 10 to 14 times 1.45 means the base damage with Kapana Taga is 14.5 to 20.3. That bonus is obscured. It's included in the dmg "roll" you see in the tooltip right at the top. The rest (the list) are the additive dmg modifiers and the wicked maluses. Your damage rolls with Kapana Taga for base damage should be between 14.5 to 20.3 when using Crippling Strike. If you use higher level abilities you'll have lower PL bonus. But often those abilities have additive dmg bonuses instead. But that explains how a Crippling Strike can sometimes do more damage than a Finishing Blow: higher PL bonus. Base damage is multiplicative with all dmg mods. If you also have Sneak Attack and so on this really pays off. That's why low level abilities keep being useful even in the late game. And the more PL you can get the better. Fists scale with Power Level twice (sort of): first they scale with PL (and get +ACC and additive dmg mods like if they got enchanted with Fine, Exceptional etc.) and then the abilities you use with them also scale with power level. So as a Monk it's esp. beneficial to gain a lot of Power Levels.
  10. You are right. For how long can you extend "ascended" when you use Salvation of Time?
  11. The math is alright. It's math. It's neutral. Maybe the decision to use this procedure in an RPG and obscuring it with weird tooltips and incorrect displays of calculation was ugly though. As if the above listing of dmg modifiers and the outcome would make any sense without explaining how you end up there... I mean when even the designers struggled grasping it in the beginning...
  12. No no. Be a Devoted/Monk. You have to be devoted to do that. Also you'll need the extra PEN...
  13. And here you see a reason why descriptions on PoE and Deadfire are always vague. If you have to change them too much because of balancing you have to update all localisations, too. Usually localisation is outsourced... A solution would be to keep the textual description vague and free from numbers, just to give an idea what this ability does. And then do a different block with all the numbers/math that only uses icons/symbols as labeling. And which doesn't get localized.
  14. He's obviously trolling. And being a genius at anal minmaxing...
  15. Summoned Battle axes go very well with rogue's dmg bonuses. I played him as Priest/Rogue one time and fucused on DoT attacks (Bleeding Cuts, Crippling, Gouging, Ring the Bell, Deep Wounds) and the Sneak + Deathblows bonuses get multiplied with the lash... quite great. Especially since there are not that many good and early single handed axes in the game for a dual wielder. Besides that: spells of course. But his melee performance was impressive.
  16. Also here: https://forums.obsidian.net/topic/105672-damage-modifiers-and-the-might-attribute/ -50% graze (-0.5/(1-0.5)) = -1 +42% MIG (+0.42) +45% Sneak Attack (+0.45) +10% Sharp (+0.1) +45% Superb (+0.45) -35% Dual-Wield (-0.35/(1-0.35)) = -0.54 --> -1 + 0.42 + 0.45 + 0.1 + 0.45 + -0.54 = -0.12 coefficient. -0.12 < 0: 19.8 / 1.12 = 17.68 Your overall dmg coefficient was lower than zero due to the inversions. A graze will not actually mean -50% base damage as you can see above. That's the reason why underpenetration (especially -2 or even -3) is so severe! No bug here. It has always been like this since release.
  17. Double inversion dudes! https://forums.obsidian.net/topic/107658-how-do-damage-penaltiesbonuses-work/ Works the same as with attack speed. Maluses will have a very high impact on your damage if you already have some bonuses.

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